Render EntityIDs (breaks post processing)

This commit is contained in:
Simon Lübeß
2022-05-28 15:42:48 +02:00
parent 164d420a25
commit d212576719
17 changed files with 242 additions and 191 deletions
+13 -5
View File
@@ -1,12 +1,14 @@
using GlitchyEngine.Math;
namespace GlitchyEngine.Renderer
{
static class FullscreenQuad
{
//static GeometryBinding s_fullscreenQuadGeometry;
static GeometryBinding s_fullscreenQuadGeometry;
public static void Init()
{
/*s_fullscreenQuadGeometry = new GeometryBinding();
s_fullscreenQuadGeometry = new GeometryBinding();
s_fullscreenQuadGeometry.SetPrimitiveTopology(.TriangleList);
using(var quadVertices = new VertexBuffer(typeof(Vector4), 4, .Immutable))
@@ -38,15 +40,21 @@ namespace GlitchyEngine.Renderer
VertexElement(.R32G32_Float, "TEXCOORD")
);
using (var quadBatchLayout = new VertexLayout(vertexElements, true, TestFullscreenEffect.VertexShader))
using (var quadBatchLayout = new VertexLayout(vertexElements, true))
{
s_fullscreenQuadGeometry.SetVertexLayout(quadBatchLayout);
}*/
}
}
public static void Deinit()
{
//s_fullscreenQuadGeometry.ReleaseRef();
s_fullscreenQuadGeometry.ReleaseRef();
}
public static void Draw()
{
s_fullscreenQuadGeometry.Bind();
RenderCommand.DrawIndexed(s_fullscreenQuadGeometry);
}
}
}